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LayerAnimationTest.coffee
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LayerAnimationTest.coffee
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assert = require "assert"
AnimationTime = 0.05
AnimationProperties = ["x", "y", "midY", "rotation"]
describe "LayerAnimation", ->
describe "Defaults", ->
it "should use defaults", ->
Framer.Defaults.Animation =
curve: "ease-in"
animation = new Animation new Layer(),
x: 50
animation.options.curve.should.equal Bezier.easeIn
Framer.resetDefaults()
it "should handle default spring curves correctly", ->
Framer.Defaults.Animation =
curve: Spring(0.5)
layer = new Layer
animation = layer.animate
x: 50
animation._animator.constructor.name.should.equal "SpringRK4Animator"
Framer.resetDefaults()
it "should use linear", ->
# We shouldn't change the linear default, people rely on it
animation = new Animation new Layer(),
x: 50
animation.options.curve.should.equal Bezier.ease
animation.options.time.should.equal 1
describe "Properties", ->
AnimationProperties.map (p) ->
it "should still support the deprecated API for property #{p}", (done) ->
layer = new Layer()
properties = {}
properties[p] = 100
layer.animate
properties: properties
curve: "linear"
time: AnimationTime
layer.on "end", ->
layer[p].should.equal 100
done()
it "should animate property #{p}", (done) ->
layer = new Layer()
properties = {}
properties[p] = 100
options =
curve: Bezier.easeInOut
time: AnimationTime
animation = layer.animate properties, options
animation.options.curve.should.equal Bezier.easeInOut
layer.on "end", ->
layer[p].should.equal 100
done()
it "should support options key for property #{p}", (done) ->
layer = new Layer()
properties = {}
properties[p] = 100
properties.options =
curve: Bezier.linear
time: AnimationTime
animation = layer.animate properties
animation.options.curve.should.equal Bezier.linear
layer.on "end", ->
layer[p].should.equal 100
done()
it "should animate property #{p} with positive offset from current value", (done) ->
layer = new Layer()
layer[p] = 50
properties = {}
properties[p] = "+=50"
layer.animate properties,
curve: "linear"
time: AnimationTime
layer.on "end", ->
layer[p].should.equal 100
done()
it "should animate property #{p} with negative offset from current value", (done) ->
layer = new Layer()
layer[p] = 50
properties = {}
properties[p] = "+=50"
layer.animate properties,
curve: "linear"
time: AnimationTime
layer.on "end", ->
layer[p].should.equal 100
done()
it "should animate dynamic properties", (done) ->
layer = new Layer()
layer.animate
scale: -> layer.scale + 1
options:
curve: "linear"
time: AnimationTime
layer.on "end", ->
layer.scale.should.equal 2
done()
it "should animate colors", (done) ->
color = "red"
layer = new Layer()
layer.animate
backgroundColor: color
options:
curve: "linear"
time: AnimationTime
layer.on "end", ->
layer.backgroundColor.toName().should.eql color
done()
it "should not animate non-animatable properties that are set to null", ->
layerA = new Layer
layerB = new Layer parent: layerA
layerB.animate
parent: null
options:
instant: true
assert.equal(layerB.parent, layerA)
describe "Basic", ->
it "should stop", (done) ->
layer = new Layer()
animation = new Animation layer,
x: 50
options:
curve: "linear"
time: 0.5
animation.start()
Utils.delay animation.options.time / 2.0, ->
animation.stop()
layer.x.should.be.within(10, 45)
done()
it "should cancel previous animation for the same property", ->
layer = new Layer()
animationA = new Animation layer,
x: 50
options:
curve: "linear"
time: 0.5
animationB = new Animation layer,
x: 50
options:
curve: "linear"
time: 0.5
stopped = false
animationA.on "stop", -> stopped = true
animationA.start().should.equal true
animationB.start().should.equal true
stopped.should.equal true
it "should work, even with MobileScrollFix enabled", (done) ->
layer = new Layer()
Framer.Extras.MobileScrollFix.enable()
layer.animationOptions = time: AnimationTime
animation = layer.animate x: 100
animation.start()
Utils.delay animation.options.time, ->
done()
it "copy should work", (done) ->
layer = new Layer
x: 50
animation = new Animation layer, {x: 100}, {time: AnimationTime}
copy = animation.copy()
copy.onAnimationEnd ->
layer.x.should.equal 100
done()
copy.start()
it "reverse should work", (done) ->
layer = new Layer
x: 50
animation = new Animation layer, {x: 100}, {time: AnimationTime}
animation.onAnimationEnd ->
layer.x.should.equal 100
a = animation.reverse()
a.once Events.AnimationEnd, ->
layer.x.should.equal 50
done()
a.start()
animation.start()
it "it should set the noop property", ->
layer = new Layer
animation = layer.animate
x: 50
animation.isNoop.should.be.equal false
animation.finish()
layer.x.should.be.equal 50
animation2 = layer.animate
x: 50
animation2.isNoop.should.be.equal true
it "In shouldn't crash when finish on delayed animation", ->
layer = new Layer
animation = layer.animate
x: 50
options:
delay: 1
animation.finish.should.not.throw()
it "should work with derived properties like size", (done) ->
layer = new Layer
animation = layer.animate
x: 300
size:
width: 400
height: 500
animation.onAnimationEnd ->
layer.x.should.equal 300
layer.width.should.equal 400
layer.height.should.equal 500
done()
it "should work with using objects that have more properties", (done) ->
layer = new Layer
animation = layer.animate
x: 300
size: Screen
animation.onAnimationEnd ->
layer.x.should.equal 300
layer.width.should.equal Screen.width
layer.height.should.equal Screen.height
done()
it "should work with a single number for derived properties", (done) ->
layer = new Layer
animation = layer.animate
x: 300
size: 400
animation.onAnimationEnd ->
layer.x.should.equal 300
layer.width.should.equal 400
layer.height.should.equal 400
done()
describe "Context", ->
it "should list running animations", ->
layer = new Layer()
animation = layer.animate
x: 100
options:
time: 0.5
(animation in layer.animations()).should.be.true
layer.animateStop()
(animation in layer.animations()).should.be.false
it "should list running animations correctly", (done) ->
layer = new Layer()
animation = layer.animate
x: 100
options:
time: 0.5
count = 0
test = ->
layer.animations().length.should.equal 0
count++
if count is 2
done()
animation.on "end", test
animation.on "stop", test
it "shouldn't return delayed animations from layer.animations()", (done) ->
layer = new Layer()
animation = layer.animate
x: 100
options:
time: 0.1
delay: 0.1
count = 0
test = ->
layer.animations().length.should.equal 0
count++
if count is 3
done()
test()
animation.on "end", test
animation.on "stop", test
it "should return delayed animations when calling layer.animations(true)", (done) ->
layer = new Layer
animation = layer.animate
x: 100
options:
time: 0.1
delay: 0.1
count = 0
test = ->
(animation in layer.animations(true)).should.equal true
count++
if count is 2
done()
test()
animation.on "start", test
it "should tell you if animations are running", ->
layer = new Layer()
animation = layer.animate
x: 100
options:
time: 0.5
layer.isAnimating.should.equal(true)
layer.animateStop()
layer.isAnimating.should.equal(false)
it "should tell you if delayed animations are running", (done) ->
layer = new Layer()
animation = layer.animate
x: 100
options:
time: 0.3
delay: 0.1
animation.isAnimating.should.equal(false)
Utils.delay 0.2, ->
animation.isAnimating.should.equal(true)
done()
describe "Events", ->
it "should throw start", (done) ->
layer = new Layer()
animation = new Animation layer,
x: 50
options:
curve: "linear"
time: AnimationTime
count = 0
animation.on "start", -> count++
layer.on "start", -> count++
animation.start()
layer.on "end", ->
count.should.equal 2
done()
it "should throw end", (done) ->
layer = new Layer()
animation = new Animation layer,
x: 50
options:
curve: "linear"
time: AnimationTime
count = 0
test = -> count++; done() if count is 2
animation.on "end", test
layer.on "end", test
animation.start()
it "should throw stop", (done) ->
layer = new Layer()
animation = new Animation layer,
x: 50
options:
curve: "linear"
time: AnimationTime * 2
count = 0
test = -> count++; done() if count is 2
animation.on "stop", test
layer.on "stop", test
animation.start()
Utils.delay AnimationTime, ->
animation.stop()
describe "Delay", ->
it "should start after a while", (done) ->
layer = new Layer()
animation = new Animation layer,
x: 50
options:
curve: "linear"
time: AnimationTime
delay: AnimationTime
animation.start()
Utils.delay AnimationTime, ->
layer.x.should.be.within(0, 1)
Utils.delay AnimationTime, ->
layer.x.should.be.within(30, 50)
done()
it "should stop when stopped before delay ends", (done) ->
layer = new Layer()
animation = new Animation layer,
properties: {x: 50}
curve: "linear"
time: 0.5
delay: 0.3
animation.start()
animation.stop()
Utils.delay 0.3, ->
layer.x.should.equal 0
Utils.delay 0.5, ->
layer.x.should.equal 0
done()
it "pending flag should be false by default", ->
layer = new Layer
a = layer.animate
x: 100
a.isPending.should.equal false
a.stop()
it "should add a pending flag for delayed animations", (done) ->
layer = new Layer
a = layer.animate
x: 100
options:
delay: 0.3
a.isPending.should.equal true
Utils.delay 0.3, ->
a.isPending.should.equal false
done()
it "should add pending animations to the context", ->
layer = new Layer
a = layer.animate
x: 100
options:
delay: 0.3
(a in layer.context.animations).should.equal true
describe "Repeat", ->
it "should start repeatedly", (done) ->
layer = new Layer()
animation = new Animation layer,
x: -> layer.x + 100
options:
curve: "linear"
time: AnimationTime
repeat: 5
animation.start()
count = 0
layer.on "end", ->
count++
if count is animation.options.repeat
done()
describe "AnimationLoop", ->
it "should only stop when all animations are done", (done) ->
layerA = new Layer width: 80, height: 80
layerA.name = "layerA"
layerA.animate
y: 300
options:
time: 2 * AnimationTime
layerB = new Layer width: 80, height: 80, x: 100, backgroundColor: "red"
layerB.name = "layerB"
layerB.animate
y: 300
options:
time: 5 * AnimationTime
layerC = new Layer width: 80, height: 80, x: 200, backgroundColor: "orange"
layerC.name = "layerC"
layerC.animate
y: 300
options:
time: 2 * AnimationTime
curve: "cubic-bezier"
readyLayers = []
ready = (animation, layer) ->
(layer in readyLayers).should.equal false
readyLayers.push layer
if readyLayers.length is 3
layerA.y.should.equal 300
layerB.y.should.equal 300
layerC.y.should.equal 300
done()
layerA.on "end", ready
layerB.on "end", ready
layerC.on "end", ready
describe "Animation", ->
beforeEach ->
@layer = new Layer x: 0, y: 0, width: 80, height: 80
describe "Parsing Animation Options", ->
describe "Curve function", ->
it "should handle Bezier curve functions", ->
animation = new Animation @layer,
x: 100
options:
curve: Bezier(0, 0, 0.58, 1)
time: 2
animation.start()
animation._animator.options.time.should.equal 2
animation._animator.options.values.should.eql [0, 0, .58, 1]
it "should handle Spring curve functions", ->
animation = new Animation @layer,
x: 100
options:
curve: Spring(0.5)
time: 0.5
animation.start()
animation._animator.options.time.should.equal 0.5
animation._animator.options.tension.should.equal 646.8780063665112
animation._animator.options.friction.should.equal 25.43379653859233
animation._animator.options.velocity.should.equal 0
it "should handle Spring curve functions", ->
animation = new Animation @layer,
x: 100
options:
curve: Spring(tension: 6, friction: 3, velocity: 1)
animation.start()
assert.equal(animation._animator.options.time, null)
animation._animator.options.tension.should.equal 6
animation._animator.options.friction.should.equal 3
animation._animator.options.velocity.should.equal 1
describe "Spring Animator", ->
it "should create an animator with the default spring", ->
animation = new Animation @layer,
x: 100
options:
curve: "spring"
animation.start()
animatorOptions = animation._animator.options
animatorOptions.tension.should.equal 250
animatorOptions.friction.should.equal 25
animatorOptions.velocity.should.equal 0
describe "LinearAnimator", ->
it "should create linear animation with time defined", ->
animation = new Animation @layer,
x: 100
options:
curve: "linear"
time: 2
animation.start()
animation._animator.options.time.should.equal 2
describe "Instant", ->
it "should not animate if animate is disabled", ->
animation = new Animation @layer,
x: 100
options:
curve: "spring"
time: 2
animate: false
calledEvents = []
["start", "stop", "end"].map (eventName) ->
animation.on eventName, ->
calledEvents.push(eventName)
animation.start()
@layer.x.should.equal 100
calledEvents.should.eql(["start", "stop", "end"])
it "should listen to instant: true to disable animation", ->
animation = @layer.animate
x: 100
options:
curve: "spring"
time: 2
instant: true
start: false
calledEvents = []
["start", "stop", "end"].map (eventName) ->
animation.on eventName, ->
calledEvents.push(eventName)
animation.start()
@layer.x.should.equal 100
calledEvents.should.eql(["start", "stop", "end"])
describe "Callbacks", ->
it "should call start", (done) ->
layer = new Layer
layer.animate
x: 100
options:
time: AnimationTime
onStart: ->
layer.x.should.eql 0
done()
it "should call halt", (done) ->
layer = new Layer
layer.animate
x: 100
options:
time: AnimationTime
onHalt: ->
done()
layer.animateStop()
it "should call stop", (done) ->
layer = new Layer
layer.animate
x: 100
options:
time: AnimationTime
onStop: ->
layer.x.should.eql 100
done()
it "should call end", (done) ->
layer = new Layer
layer.animate
x: 100
options:
time: AnimationTime
onEnd: ->
layer.x.should.eql 100
done()
describe "Backwards compatibility", ->
it "should support the original api", ->
layer = new Layer()
animation = new Animation
layer: layer
properties:
x: 50
curve: "linear"
time: 0.1
animation.layer.should.equal layer
animation.properties.should.eql {x: 50}
animation.options.curve.should.equal Bezier.linear
animation.options.time.should.equal 0.1
it "should support the original api variation 1", ->
layer = new Layer()
animation = new Animation layer,
properties:
x: 50
options:
curve: "linear"
time: 0.1
animation.layer.should.equal layer
animation.properties.should.eql {x: 50}
animation.options.curve.should.equal Bezier.linear
animation.options.time.should.equal 0.1
describe "API Variations", ->
it "should support properties", (done) ->
layer = new Layer
layer.animationOptions = time: AnimationTime
animation = layer.animate x: 10
animation.on Events.AnimationEnd, ->
layer.x.should.equal 10
done()
it "should support properties with options", (done) ->
layer = new Layer
layer.animationOptions = time: AnimationTime
animation = layer.animate({x: 10}, {curve: "linear"})
animation.options.curve.should.equal Bezier.linear
animation.on Events.AnimationEnd, ->
layer.x.should.equal 10
done()
it "should support properties with options as object", (done) ->
layer = new Layer
layer.animationOptions = time: AnimationTime
animation = layer.animate
x: 10
options:
curve: "linear"
animation.options.curve.should.equal Bezier.linear
animation.on Events.AnimationEnd, ->
layer.x.should.equal 10
done()
it "should support states", (done) ->
layer = new Layer
layer.animationOptions = time: AnimationTime
layer.states.test = {x: 10}
animation = layer.animate "test"
animation.on Events.AnimationEnd, ->
layer.x.should.equal 10
done()
it "should support state with options", (done) ->
layer = new Layer
layer.animationOptions = time: AnimationTime
layer.states.test = {x: 10}
animation = layer.animate("test", {curve: "linear"})
animation.options.curve.should.equal Bezier.linear
animation.on Events.AnimationEnd, ->
layer.x.should.equal 10
done()
it "should support state with options as object", (done) ->
layer = new Layer
layer.animationOptions = time: AnimationTime
layer.states.test = {x: 10}
animation = layer.animate "test",
options:
curve: "linear"
animation.options.curve.should.equal Bezier.linear
animation.on Events.AnimationEnd, ->
layer.x.should.equal 10
done()
describe "Gradients", ->
it "should animate only the subproperties", (done) ->
layer = new Layer
layer.gradient =
start: "blue"
layer.states.test =
gradient:
end: "red"
animation = layer.animate "test"
animation.on Events.AnimationEnd, ->
layer.gradient.start.isEqual("blue").should.be.true
layer.gradient.end.isEqual("red").should.be.true
done()
it "should animate if no gradient is set yet", (done) ->
layer = new Layer
layer.on "change:gradient", ->
if layer.gradient
layer.gradient.start.b.should.equal 255
layer.on Events.AnimationEnd, ->
layer.gradient.start.isEqual("blue").should.be.true
done()
layer.animate
gradient:
start: "blue"
it "should animate to a null gradient", (done) ->
layer = new Layer
gradient:
start: "blue"
end: "red"
layer.on Events.AnimationEnd, ->
assert.equal layer.gradient, null
done()
layer.animate
gradient: null
it "should animate to a gradient object", (done) ->
layer = new Layer
gradient:
start: "blue"
layer2 = new Layer
gradient:
end: "red"
layer.on Events.AnimationEnd, ->
Gradient.equal(layer.gradient, layer2.gradient).should.be.true
done()
layer.animate
gradient: layer2.gradient
it "should animate to a gradient object in a state", (done) ->
layer = new Layer
gradient:
start: "blue"
layer2 = new Layer
gradient:
end: "red"
layer.states.test =
gradient: layer2.gradient
layer.on Events.AnimationEnd, ->
Gradient.equal(layer.gradient, layer2.gradient).should.be.true
done()
layer.animate "test"
describe "Border radius animations", (done) ->
it "should animate border radius from number to number", (done) ->
layer = new Layer
borderRadius: 20
layer.on Events.AnimationEnd, ->
layer.borderRadius.should.equal 40
done()
layer.animate
borderRadius: 40
it "should animate border radius from number to object", (done) ->
layer = new Layer
borderRadius: 20
layer.on Events.AnimationEnd, ->
layer.borderRadius.bottomLeft.should.equal 40
layer.borderRadius.bottomRight.should.equal 20
done()
layer.animate
borderRadius:
bottomLeft: 40
it "should animate border radius from object to object", (done) ->
layer = new Layer
borderRadius:
bottomLeft: 40
bottomRight: 20
layer.on Events.AnimationEnd, ->
layer.borderRadius.bottomLeft.should.equal 10
layer.borderRadius.bottomRight.should.equal 20
layer.borderRadius.topLeft.should.equal 0
layer.borderRadius.topRight.should.equal 20
done()
layer.animate
borderRadius:
bottomLeft: 10
topRight: 20
it "should animate border radius from object to number", (done) ->
layer = new Layer
borderRadius:
bottomLeft: 40
layer.on Events.AnimationEnd, ->
layer.borderRadius.should.equal 20
done()
layer.animate
borderRadius: 20
describe "Border width animations", (done) ->
it "should animate border width from number to number", (done) ->
layer = new Layer
borderWidth: 10
layer.on Events.AnimationEnd, ->
layer.borderWidth.should.equal 30
done()
layer.animate
borderWidth: 30
it "should animate border width from number to object", (done) ->
layer = new Layer
borderWidth: 10
layer.on Events.AnimationEnd, ->
layer.borderWidth.top.should.equal 30
layer.borderWidth.bottom.should.equal 10
done()
layer.animate
borderWidth:
top: 30
it "should animate border width from object to object", (done) ->
layer = new Layer
borderWidth:
top: 30
bottom: 10
layer.on Events.AnimationEnd, ->
layer.borderWidth.top.should.equal 10
layer.borderWidth.bottom.should.equal 10
layer.borderWidth.left.should.equal 20
layer.borderWidth.right.should.equal 0
done()
layer.animate
borderWidth:
top: 10
left: 20
it "should animate border width from object to number", (done) ->
layer = new Layer
borderWidth:
top: 30
layer.on Events.AnimationEnd, ->